13 chapters
Agents Guide
Members only
What a player needs to build an Agent and play
1Introduction to MADpunk Members only
2Core mechanics Members only
3Agents Members only
4Red Bloc Members only
- 4.1Vol’framin
- 4.2Sparrow
5Blue Bloc Members only
- 5.1EVERYMAN
- 5.2Saint Daniels
- 5.3Second-Men
6Third World Members only
- 6.1Dutchmen
7Agent creation Members only
8Skills Members only
- 8.1Skill levels
- 8.2Masteries
- 8.3Skill Points during Agent creation
- 8.4Age-based skill limits during character creation
- 8.5Specialties
- 8.6General skills
- 8.7Academic skills
- 8.8Professional skills
- 8.9Martial skills
- 8.10Vol’framin Yadro skills
- 8.11Palace of Sparrows skills
- 8.12Saint Daniels Mystic skills
- 8.13Second-Men Espionage skills
- 8.14Skill advancement
9Traits Members only
- 9.1Buying Strengths and Weaknesses
- 9.2Physical Strengths
- 9.3Mental Strengths
- 9.4Social Strengths
- 9.5Economic Strengths
- 9.6Professional Strengths
- 9.7Special Strengths
- 9.8Physical Weaknesses
- 9.9Mental Weaknesses
- 9.10Social Weaknesses
- 9.11Economic Weaknesses
- 9.12Professional Weaknesses
- 9.13Special Weaknesses
- 9.14Personality Aspects
10Equipment Members only
- 10.1Starting equipment and availability
- 10.2Active and passive modifiers
- 10.3Equipment Armor and durability
- 10.4Uses and energy costs
- 10.5Equipment quality and price
- 10.6Repairing and upgrading equipment
- 10.7Salary and equipment budget
- 10.8Standard equipment
- 10.9Firearms
- 10.10Melee weapons and tools
- 10.11Thrown weapons and explosives
- 10.12Protection and clothing
- 10.13Tools and utilities
- 10.14Medicine, drugs, and consumables
- 10.15Vehicles
- 10.16Advanced equipment
11Powers Members only
- 11.1Sources of power and incompatibilities
- 11.2Major and minor mutations
- 11.3A mutation’s associated characteristic
- 11.4Radiation and mutation advancement
- 11.5Mutant exposure
- 11.6Mutant overload
- 11.7EVERYMAN Capsules
- 11.8Major and minor psychotronic powers
- 11.9Pushing a psychotronic power
- 11.10Psychotronic Fumble Rolls
- 11.11Psychotronic exposure
- 11.12Psychic damage and wounds
- 11.13Healing psychic wounds
- 11.14Core-Powered Machinery
- 11.15Core uses and replacement
- 11.16CPM energy requirements
- 11.17Radiation emitted by CPM
- 11.18CPM Fumbles and damage
- 11.19Vol’framin use of CPM
- 11.20Types of Core-Powered Machinery
12Combat and health Members only
- 12.1Combat rounds and phases
- 12.2Initiative phase
- 12.3Action phase
- 12.4Attack Rolls and Defensive Rolls
- 12.5Damage and wound severity
- 12.6At death’s door
- 12.7Damage types
- 12.8Healing and recovering Health Points
- 12.9Medical assistance and recovery limits
- 12.10Wound healing rolls
- 12.11Healing in characters over 60
